townengine/include/twn_input.h
2024-10-01 12:48:42 +03:00

101 lines
3.0 KiB
C

#ifndef TWN_INPUT_H
#define TWN_INPUT_H
#include "twn_config.h"
#include "twn_vec.h"
#include "twn_engine_api.h"
#include <SDL2/SDL.h>
#include <stdint.h>
#include <stdbool.h>
typedef enum ButtonSource {
BUTTON_SOURCE_NOT_SET,
BUTTON_SOURCE_KEYBOARD_PHYSICAL,
BUTTON_SOURCE_KEYBOARD_CHARACTER,
BUTTON_SOURCE_GAMEPAD,
BUTTON_SOURCE_MOUSE,
} ButtonSource;
union ButtonCode {
SDL_Scancode scancode;
SDL_Keycode keycode;
SDL_GameControllerButton gamepad_button;
uint8_t mouse_button; /* SDL_BUTTON_ enum */
};
/* an input to which an action is bound */
/* it is not limited to literal buttons */
typedef struct Button {
enum ButtonSource source;
union ButtonCode code;
} Button;
/* represents the collective state of a group of buttons */
/* that is, changes in the states of any of the bound buttons will affect it */
typedef struct Action {
size_t num_bindings;
/* if you bind more than the number set in the configuration file */
/* it forgets the first Button to add the new one at the end */
Button *bindings;
Vec2 position; /* set if applicable, e.g. mouse click */
bool is_pressed;
bool just_changed;
} Action;
typedef struct ActionHashItem {
char *key;
Action value;
} ActionHashItem;
typedef struct InputState {
ActionHashItem *action_hash;
const uint8_t *keyboard_state; /* array of booleans indexed by scancode */
uint32_t mouse_state; /* SDL mouse button bitmask */
Vec2i mouse_window_position;
Vec2i mouse_relative_position;
ButtonSource last_active_source;
bool is_anything_just_pressed;
} InputState;
TWN_API void input_state_init(InputState *input);
TWN_API void input_state_deinit(InputState *input);
TWN_API void input_state_update(InputState *input);
TWN_API void input_bind_action_scancode(InputState *input,
char *action_name,
SDL_Scancode scancode);
TWN_API void input_unbind_action_scancode(InputState *input,
char *action_name,
SDL_Scancode scancode);
TWN_API void input_bind_action_mouse(InputState *input,
char *action_name,
uint8_t mouse_button);
TWN_API void input_unbind_action_mouse(InputState *input,
char *action_name,
uint8_t mouse_button);
TWN_API void input_add_action(InputState *input, char *action_name);
TWN_API void input_delete_action(InputState *input, char *action_name);
TWN_API bool input_is_action_pressed(InputState *input, char *action_name);
TWN_API bool input_is_action_just_pressed(InputState *input, char *action_name);
TWN_API bool input_is_action_just_released(InputState *input, char *action_name);
TWN_API Vec2 input_get_action_position(InputState *input, char *action_name);
TWN_API void input_set_mouse_captured(InputState *input, bool value);
TWN_API bool input_is_mouse_captured(InputState *input);
#endif